My plans for Dagonity is to deliver a complete environment tailored for Dagon projects, no just a simple drop down menu. This means custom inspectors and eventually scene views. You won’t need to fiddle with assets if you don’t wish so — it would be perfectly fine to stick to our visual editors and forget about the rest (of course, you still have to copy your resource files to a folder structure just as you did with Dagon++).
There’s an important distinction between assets and resources in Unity: in very simple terms, assets are immediately loaded to a scene, whereas resources are loaded programatically. For Dagonity, we’ll be sticking to resources only.
As for the workflow, that will be up to you, but here’s something to consider:
You can create your entire game via script-only, just like in Dagon++. Like Imari said, those scripts can be loaded in our custom inspector, in which case you will be able to visualize all the data. But! Here’s the catch: any changes you make can’t be saved in script format. It’s like this: you can go from script to editor, but there’s no way back from the editor.
That said, I’m looking into a technique called serialization, which means saving all the game world information into an intermediary format. It would be possible to, for example, create all the game via editor only and then load the binary data with a script. This would make sense for someone who wants to use the visual editor in Unity but aims to run the game in the standalone version of Dagon.
As you can see, I’m trying to offer as many options as possible